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<blockquote data-quote="(un)reason" data-source="post: 5317726" data-attributes="member: 27780"><p><a href="http://www.dailymotion.com/video/xuqh3f_dragon-issue-200-the-even-more-complete-psionicist_videogames#.UKaOgY6Rn8s" target="_blank"><p style="text-align: center"><strong>The even more complete psionicist</strong></p><p></a></p><p></p><p>A second set of kits to fill out obscure character options. The overall themes of the year are still being served quite nicely. Add these to the 4 from issue 191 and the 2 from 197, and we have 13, nearly as many as an actual complete handbook. If they add a few more sometime next year, they'll almost be caught up with the regular classes in terms of options. In any case, we probably have more options now than any one person will wind up playing, which is the important thing. Happy comparison shopping. </p><p></p><p>Mountebanks pretend to be wizards or clerics for profit and not being lynched by idiosyncratic inquisitions. Their kit has no mechanical benefits or penalties though, even on the proficiency level, making it pretty pointless to take though. Anyone'll have to fake it occasionally, no point specialising in it unless you really are in an oppressive regime full time. </p><p></p><p>Crystallites foreshadow next edition's psionic quirks. They bond with their crystal, giving them minor general boosts to their powers, at the price of having a focus object that can be stolen or broken, which results in penalties a lot more severe than the plusses. Whether this is a net benefit depends on how often you have intelligent opponents who do research and try tactics other than straight violence. </p><p></p><p>Dowsers get extra divination powers with their little rod, but suck at psychoportation and metabolism. As before, this will only be a net benefit if you're careful, and your DM doesn't put you in situations where you wish you had stuff from the interdicted disciplines. </p><p></p><p>Empaths get emotion sensing powers, but are sensitive to people's pain, and far more vulnerable to mind<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ing in general. If you're playing in a psionics heavy campaign, this is another one that may well be more penalty than benefit. Plus you'll probably have to deal with Deanna Troi jokes on a regular basis, which is the kind of thing which gets tiresome fast. </p><p></p><p>Manipulators are larcenously inclined psychics who get boosted ability to mess with the composition of objects, including psychic lockpicking. They aren't so great at the mental manipulation stuff though, but hopefully someone else in the team'll be covering that. Another one that's pretty well balanced, only becoming a net benefit if you play to their strengths.</p><p></p><p>Psychic Surgeons, on the other hand, get a massive boost in using said power, and no particular penalties apart from having their focus tightened. Since part of their bonuses is increasing the odds of others getting wild talents, this is one that'll be very popular amongst adventuring parties as a support guy. </p><p></p><p>Spiritualists contact the dead by ouija boards and the like. This gives them some decent extra powers, but very unpopular anywhere necromancy is regarded as weird and dangerous. They may have to do a little disguising of their nature as well. </p><p></p><p>A very tightly balanced set on the whole, with the bonuses neatly cancelling out the penalties. Only one real free ride here, the rest, you'll have to actually work to reap the benefits of selecting. So I have few objections on both the twinkery front, and the underpowered one. Well done for treading that tightrope with only a few minor wobbles. </p><p></p><p></p><p>Sage advice changes their header again, to a more blocky italicized shape. Skip likes to remodel every now and then. Keep the punters keen. Guess we had some extra budget for him to splurge as part of the special. </p><p></p><p>How long will it take to escape from the astral plane. Can you survive there. (Time works very slow there. Food will not be a problem. But there are soooo many other things that might be. Muahahahaha! )</p><p></p><p>What happens to a dual classed character who's original level is artificially boosted above their second one ( Complicated stuff. Don't worry your head over it. It's astronomically unlikely to happen in actual play. )</p><p></p><p>Can you film your adventures with a mirror of retention. Can filmed sunlight hurt undead ( No, you've gotta keep it in the diary room. No blogging on location with this device.)</p><p></p><p>What happens if you cast mirror image where there's not enough room for the duplicates (They overlap. Doesn't stop them from working.)</p><p></p><p>How many spells do dragons know. (Only what they can cast, apart from gold dragons. This is why they get associated with sorcerers next edition.)</p><p></p><p>What happens if you have two items which give you magic resistance (Take the best. On a 100% scale, the whole thing would break if they stacked.)</p><p></p><p>What's the chance a fireball has to hit (if you're in the area. It hits automatically. Wizards kick much ass. )</p><p></p><p>How do you make holy water. (recycled question. Kinda like the holy water <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Watch the colour. )</p><p></p><p>Do you lose a point of con if you die while regenerating (No, because you never died, just got hacked up for a while. Regeneration is nifty stuff. )</p><p></p><p>Do clerics automatically know all their spells (More recycling? Haven't had that in a while. Funny time to reintroduce it. Yes, they do. )</p><p></p><p>How long do powers from the wand of conjuration last (An hour. Level dependencies strike again! )</p><p></p><p>What can stop a wall of fire (Any solid barrier that won't be burned away. )</p><p></p><p>Can you cast a flaming sphere in the air (yes indeed. Useful little piece of kit.)</p><p></p><p>You're messing up words in your greyhawk products ( Well, isn't that the shame. Skip does apologize for the incompetence of our writers. It's been hard maintaining a consistent vision for greyhawk, with Gary gone. But we try. Yes sirree, we give it our best shot. :doffs hat: To make it up to you, here's the extra spheres for both the chinese and celtic pantheons. )</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5317726, member: 27780"] [url=http://www.dailymotion.com/video/xuqh3f_dragon-issue-200-the-even-more-complete-psionicist_videogames#.UKaOgY6Rn8s][CENTER][B]The even more complete psionicist[/B][/CENTER][/url] A second set of kits to fill out obscure character options. The overall themes of the year are still being served quite nicely. Add these to the 4 from issue 191 and the 2 from 197, and we have 13, nearly as many as an actual complete handbook. If they add a few more sometime next year, they'll almost be caught up with the regular classes in terms of options. In any case, we probably have more options now than any one person will wind up playing, which is the important thing. Happy comparison shopping. Mountebanks pretend to be wizards or clerics for profit and not being lynched by idiosyncratic inquisitions. Their kit has no mechanical benefits or penalties though, even on the proficiency level, making it pretty pointless to take though. Anyone'll have to fake it occasionally, no point specialising in it unless you really are in an oppressive regime full time. Crystallites foreshadow next edition's psionic quirks. They bond with their crystal, giving them minor general boosts to their powers, at the price of having a focus object that can be stolen or broken, which results in penalties a lot more severe than the plusses. Whether this is a net benefit depends on how often you have intelligent opponents who do research and try tactics other than straight violence. Dowsers get extra divination powers with their little rod, but suck at psychoportation and metabolism. As before, this will only be a net benefit if you're careful, and your DM doesn't put you in situations where you wish you had stuff from the interdicted disciplines. Empaths get emotion sensing powers, but are sensitive to people's pain, and far more vulnerable to mind:):):):)ing in general. If you're playing in a psionics heavy campaign, this is another one that may well be more penalty than benefit. Plus you'll probably have to deal with Deanna Troi jokes on a regular basis, which is the kind of thing which gets tiresome fast. Manipulators are larcenously inclined psychics who get boosted ability to mess with the composition of objects, including psychic lockpicking. They aren't so great at the mental manipulation stuff though, but hopefully someone else in the team'll be covering that. Another one that's pretty well balanced, only becoming a net benefit if you play to their strengths. Psychic Surgeons, on the other hand, get a massive boost in using said power, and no particular penalties apart from having their focus tightened. Since part of their bonuses is increasing the odds of others getting wild talents, this is one that'll be very popular amongst adventuring parties as a support guy. Spiritualists contact the dead by ouija boards and the like. This gives them some decent extra powers, but very unpopular anywhere necromancy is regarded as weird and dangerous. They may have to do a little disguising of their nature as well. A very tightly balanced set on the whole, with the bonuses neatly cancelling out the penalties. Only one real free ride here, the rest, you'll have to actually work to reap the benefits of selecting. So I have few objections on both the twinkery front, and the underpowered one. Well done for treading that tightrope with only a few minor wobbles. Sage advice changes their header again, to a more blocky italicized shape. Skip likes to remodel every now and then. Keep the punters keen. Guess we had some extra budget for him to splurge as part of the special. How long will it take to escape from the astral plane. Can you survive there. (Time works very slow there. Food will not be a problem. But there are soooo many other things that might be. Muahahahaha! ) What happens to a dual classed character who's original level is artificially boosted above their second one ( Complicated stuff. Don't worry your head over it. It's astronomically unlikely to happen in actual play. ) Can you film your adventures with a mirror of retention. Can filmed sunlight hurt undead ( No, you've gotta keep it in the diary room. No blogging on location with this device.) What happens if you cast mirror image where there's not enough room for the duplicates (They overlap. Doesn't stop them from working.) How many spells do dragons know. (Only what they can cast, apart from gold dragons. This is why they get associated with sorcerers next edition.) What happens if you have two items which give you magic resistance (Take the best. On a 100% scale, the whole thing would break if they stacked.) What's the chance a fireball has to hit (if you're in the area. It hits automatically. Wizards kick much ass. ) How do you make holy water. (recycled question. Kinda like the holy water ;) Watch the colour. ) Do you lose a point of con if you die while regenerating (No, because you never died, just got hacked up for a while. Regeneration is nifty stuff. ) Do clerics automatically know all their spells (More recycling? Haven't had that in a while. Funny time to reintroduce it. Yes, they do. ) How long do powers from the wand of conjuration last (An hour. Level dependencies strike again! ) What can stop a wall of fire (Any solid barrier that won't be burned away. ) Can you cast a flaming sphere in the air (yes indeed. Useful little piece of kit.) You're messing up words in your greyhawk products ( Well, isn't that the shame. Skip does apologize for the incompetence of our writers. It's been hard maintaining a consistent vision for greyhawk, with Gary gone. But we try. Yes sirree, we give it our best shot. :doffs hat: To make it up to you, here's the extra spheres for both the chinese and celtic pantheons. ) [/QUOTE]
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